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Dragonball Z CCG Errata - 7th of June 2001 - 292kb
This is a PDF File of the Latest Errata

Tournament Banned & Restricted Card List
Effective June 7th 2001

The following cards are banned in all official DBZ Tournaments:
Dream Machine Battle
This Too Shall Pass
Dragons Glare
The Talking Ends Here

The following cards are restricted to one copy per deck,
in all official DBZ Tournaments:

Blazing Anger
Enraged
Gohan’s Anger
Vegeta’s Smirk
Goku’s Lucky Break
Vegeta’s Plans
Vegeta’s Physical Stance
Nappa’s Physical Resistance
Nappa’s Energy Aura
Vegeta’s Quickness Drill

Current Rulings
As of 6/7/01

Battle Simulator Cards:
Any cards that have the words “Battle Simulator” printed in block text on them, are not useable in official Score Sanctioned Tournaments. However, any other cards that came inside the Battle Simulator portion ARE useable in your tournament decks.

Most Recent Printing Rule:
If two or more cards share the same title, the text, the numbers, and all other symbols of that card are to read as they appear on the most recent printing (MRP) of that card with that title.

This does not apply to personality or Mastery cards.

Deck Size
1) All Tournament decks must have at least 50 cards and no more than 75 cards. Your Main Personality cards (all levels), and a Mastery card (if using one) are counted as part of the deck.

Named Cards
1) A Main Personality may have up to 4 duplicates of any of his named card in his deck, instead of the normal limit of 3, which applies to all other named cards.

2) Cards such as Gohan's Physical Attack and Vegeta's Physical Stance are available to any character, and any character may use them and get all of their effects.

Example: Gohan's Physical Attack says, "Physical attack. Gohan gains 1 anger level. Increases Gohan's power rating by 5 stages." If Piccolo, or any other character, were to use this card, he would gain the anger, as well as the power stages.

3) If a card text contains, "(name here) only", then this card may only be used by that personality. If the card text includes the sentence, " If used by (name here) it stays out on the table to be used one more time in this combat", only that specific character may use that specific effect, but any other effects happen for any of the other characters that use this card.

Example: Goku's Physical Attack reads, "Physical attack, plus draw the bottom card from the discard pile into your hand. If used by Goku, stays out on the table to be used one more time in this combat."

Any personality may use this card, but Goku is the only personality that may gain the effect that allows the card to be used later in Combat. If Goku used this card and it was kept it in play, then any personality may use it the second time.

4) Number 2 and 3 apply only to the Saiyan Saga. From the Frieza Saga, and up, if a character’s name is listed in the card rules text anywhere, then the effects of that part of the card apply to that character, and that character only.

Example: Trunks Saga #31 Garlic Jr.'s Kyokaika Technique -- Power: Physical attack doing 7 power stages of damage. Remove from the game after use. Unless your Main Personality is Garlic Jr., limit 1 per deck.

Any character may use this card, but Garlic Jr. is the only character that may have more than 1 of this card in his Life Deck.

Allies
1) You can have up to 3 of each Level (Level’s 1-2) of Saibaimen in play, and you can have them separate from each other, or overlay them, depending upon your playing style. That means that you can have up to a total of 6 Saibaimen allies in play (3 Level 1’s and 3 Level 2’s). There can only be a total of 3 Level 1 Saibaimen and 3 Level 2 Saibaimen in play at the same time. You cannot do this, however, if you or your opponent are playing Saibaimen as a Main Personality.

2) The High-Tech card versions of Main Personalities cannot be used as allies in tournament play.

3) Hero Main Personalities can have only Hero allies, and Villain Main Personalities can have only Villain Allies.

4) Allies are placed in play during the Non-Combat step, and players may place in play as many allies as they wish during this step. Players may not have more than one Personality card of the same ally in play at one time.

Example: A player can have Nappa Level 1 out in play as Vegeta’s ally, or a Nappa Level 2 out as Vegeta’s ally, but that player cannot use both of these versions of Nappa at his different levels as two SEPERATE allies.

5) A player can have one level of an ally in play, and another player can have a different level of the same ally in play. Both players cannot have the same level ally in play at the same time.

Example: Player A can have a Level 1 Nappa in play as an ally, and Player B can have a Level 2 Nappa in play as an ally. But, both players cannot have Level 1 Nappas in play at the same time or have Level 2 Nappas in play at the same time.

6) A player can overlay a higher level ally on top of a lower level ally, in numerical order and when this occurs that ally is raised to its highest power stage. When this happens, that player’s opponent(s) can place any lower level versions of that ally in play as an ally.

Example: Player A places a Nappa Level 2 on top of his Nappa Level 1 ally that is already in play, and Nappa Level 2 is raised to his highest power stage. Player B, can now place a Level 1 Nappa in play as an ally.

7) Allies can be chosen to benefit from power-up cards instead of the Main Personality, unless the power up card specifies its power benefits the player’s Main Personality only.

Allies in Combat
1) When attacked, after all Combat effects have been resolved, and damage is calculated, the defending player can choose to have the damage dealt to either his Main Personality, or any one ally. All damage is dealt to the selected personality. If an ally is reduced to 0 power stages, all remaining damage is taken from the Life Deck.

2) An ally may assume control of a battle during any phase of Combat when the Main Personality is at 0 or 1 stage above 0. The player can make the decision to transfer the control of the battle to an ally at any time, even after his opponent declares an attack. An ally can also transfer control to another ally in play or the Main Personality during any phase of Combat. The Main Personality resumes control immediately after Combat ends.

3) Main Personalities’ allies may use their Personality card powers only once per Combat.

4) If an ally assumes control of a battle, then use his power stages for computing damage, and not the Main Personality’s power stages.

5) Card powers that stop an opponent from making a physical or energy attack in the next Combat phase must be directed only at the defending Main Personality or one of his allies. (Note: The term “foe” refers to your opponent).

Tokui-Waza
1) The only cards that count for or against a Tokui-Waza are cards that have a martial arts style in the title.

The martial arts styles are: Red, Blue, Orange, Black, Saiyan, and Namekian.

Example: A player can have Dragonballs, Non-Combat cards (without a style in the title), Move cards (cards with the word Move in the title), and Named/Colorless cards in any Tokui-Waza deck.

2) Players cannot include cards in their deck that have a martial arts style in the title (i.e. Blue, Saiyan, etc…) other than the one martial arts style they have selected.

Example: Player A has Dragonball 3, Straining Ankle Smash Move, Senzu Bean, and Tien’s Physical Attack in a Black Tokui-Waza deck, and those cards won’t count against it.

3) You must have at least 1 non-Mastery martial arts style card in your deck in order to Tokui-Waza that color.

Mastery Cards
1) Mastery cards cannot be discarded or removed from play by any means.

2) Effects created by Mastery cards, come from the Mastery itself, not the cards that they modify.

3) You must declare a Tokui-Waza in order to play a Mastery.

4) The Martial Arts style you declare Tokui-Waza for must match the Mastery that you play.

Saiyan Heritage
If a card says “Saiyan Heritage only,” it means that only Saiyan personalities: Vegeta, Goku, Gohan, Nappa, Raditz, and Trunks may use these cards. Any cards that have used the phrase “Villains, Goku, and Gohan only,” should be treated as if they said “Saiyan Heritage only.”

Drill Cards
Drills are Non-Combat cards whose card title ends in the word “Drill”. Unlike Non-Combat cards, Drills are kept in play after use and can be used multiple times throughout your turn, unless the rules text on the card states otherwise. The abilities of a Drill may only be used by the controller of that drill. Drills are always active, and you must use your Drills’ ability, (even if you don’t want to).

1) A Player can have only one martial arts style of Drill in play at one time (Red, Blue etc.), but can have different Drills of the same martial arts style in play at the same time.

Example: A player can have a Blue Enemies Drill and Blue Cradle Drill in play at the same time, but cannot place a Black Takedown Drill in play along side the two blue Drills.

2) Players cannot have duplicates of the same Drill card in play at the same time (with the exception of Named/Colorless Drills).

3) Drills stay in play until the players Main Personality goes up or down a level or a card power removes the Drill card(s) from play. When a Main Personality changes levels, all of that player’s Drill cards are discarded immediately.

4) If a Main Personality is forced to go down a level, all of his Drills are discarded, and that Main Personality’s power stages are set to 5 above 0.

5) Restricted Drill cards are Drill cards that contain the following in the card power text, “Cannot be used with other (martial arts style) Drills in play on the table”. These cards cannot be placed in play if there are any other (martial arts style) Drills in play on the table.

Example: If Player A wishes to place a red Drill in play, and a red restricted Drill is already in play, the restricted Drill is discarded immediately when the red Drill is placed in play. But, if Player A had a red Drill in play, and Player B had a red restricted Drill in his hand, then he could not play the restricted Drill.

6) If a player places in play a duplicate of a restricted Drill that his opponent(s) has in play, then both restricted Drill cards are immediately discarded.

Example: If Player A places Orange Energy Drill in play and Player B has already has Orange Energy Drill in play, both Players discard Orange Energy Drill.

7) When a player has a Drill in his hand that cannot be placed in play because it doesn’t match the martial arts style of Drill he/she already has in play (with the exception of Named/Colorless Drills), he/she may show it to his opponent(s) and shuffle it into his Life Deck.

A player can decide NOT to do this and can retain the card(s) in his hand. Regardless of which choice the player makes, that player does not draw another card from the Life Deck to replace the unusable Drill card.

8) Drills that add a + to attacks, do the extra specified damage, even if the original attack does not do that type of damage.

Example: Player A has Orange Joint Restraint Drill in play (All of your physical attacks do +4 power stages of damage). During Combat Player A successfully attacks with the Physical Combat card Tien’s Physical Attack (Physical attack doing 5 life cards of damage). The attack would then deal 5 life cards of damage and Orange Joint Restraint Drill would add 4 power stages of damage to player A’s opponent.

Named and Colorless Drills
1) Named Drill cards (Drill cards with Personality names in the card title) and Colorless Drill cards (Drill cards without a martial arts style or Personality Name in the card title) may be placed in play with other martial arts styled Drills (Red, Saiyan etc.) without restriction. Players may also have multiples of these cards in play.

2) The Named card rule also applies to Named Drills. A player can include in their Life Deck up to 4 duplicates of any card with the name of their Main Personality in the card title, including Drills.

3) Named and Colorless Drills are discarded just like other Drills when the Main Personality gains/lowers a level.

4) Named Drill cards are not subject to the duplicate Drill card restriction, you can have maximum of 4 duplicate Named Drill cards in play.

Dragon Balls
1) If you discard a Dragon Ball while you discarding life cards, it does not count toward the total amount of life cards that you are discarding. Regardless of whether the Dragon Ball is removed from the game or placed at the bottom of your Life Deck, it does not count towards the amount of life card damage total.

Example: Player A successfully performs an energy attack resulting in Player B receiving 4 life cards of damage. Player B discards two cards from his Life Deck, but the third card to be discarded is Earth Dragon Ball 4. Earth Dragon Ball 4 is not in play so Player B places Earth Dragon Ball 4 at the bottom of his Life Deck. Player B must now discard two life cards to conclude the damage.

2) If a player only has Dragon Ball cards left in his Life Deck, then that player loses the game if Life cards of damage are dealt to them.

Example: Player A’s Life Deck contains only 3 Dragon Ball cards. Player B inflicts 1 life card of damage on Player A due to a successful physical attack. Player A loses, because he/she cannot discard a life card.

3) Dragon Balls are Non-Combat cards, and are played during the Non-Combat Step. When a Dragon Ball card is placed in play, the player MUST use its power(s) immediately.

4) Dragon Balls cards numbered 1-7 are restricted to one copy per deck. You can have only one of each numbered Dragon Ball card in your deck

Example: Player A has one Earth Dragon Ball 1, one Earth Dragon Ball 2 etc. in his deck.

5) When a player discards a Dragon Ball card from their hand or their Life Deck, check and see if a duplicate is in play. If a duplicate is in play, remove the discarded Dragon Ball card from the game. If there is not a duplicate in play, place the discarded Dragon Ball card at the bottom of your Life Deck.

6) Cards that target Non-Combat cards may NOT target Dragon Balls, unless that card specifically states that it can target a Dragon Ball.

Capturing Dragon Balls
1) When a single attack forces another player to discard 5 or more life cards from his Life Deck, the attacker can choose to capture one of the defending opponent’s Dragon Balls cards that is in play (along with dealing the damage from the attack). The Dragon Ball is stolen immediately after damage is dealt, and all effects from that Dragon Ball are resolved immediately.

2) If Bulma, Krillin, Saibaimen, Chi-Chi, Tien, or Yamcha are used as allies that have assumed control of a battle, players can choose to have that ally capture an opponent’s Dragon Ball card in play, instead of doing damage from an attack. The ally must make a successful attack and deal life cards of damage. That ally can then choose not to deal those life cards of damage, and instead capture an opponent’s Dragon Ball card in play.

3) When a Dragon Ball is captured, the player who captures it may decide to use all or none of its power(s) immediately.

Achieving a Dragon Ball Victory
1) When a player has all 7 Dragon Balls in play under his control, that player wins.

2) If a player has captured the last Dragon Ball card that he/she requires to achieve a Dragon Ball Victory, that player must wait until the beginning of his next turn in order to win by achieving a Dragon Ball Victory.

If that player still controls all of the Dragon Balls at the beginning of his next turn, he/she wins the game. But if any of those Dragon Balls are captured from that player during that time, and that player re-captures them, then that player must wait another turn before achieving a Dragon Ball victory.

Anger and Levels
1) Players track their Main Personality’s Anger Level using the Warrior Sword. When the Main Personality reaches 5 or more anger on the Warrior Sword, that Main Personality progresses to its next level immediately, and raises his power level to full. All levels of a Main Personality must be placed in play in numerical order.

2) Once the Main Personality has progressed a level, players reset the Warrior Sword to 0, and set that personality to its highest power stage. If your Main Personality’s anger is being raised 2 levels and he only needs 1 anger to progress to the next level, the extra anger does not carry over.

3) If a Main Personality progresses up a level during Combat, that Main Personality can use the card power indicated in the card rules text of the higher-level personality card during that Combat.

Energy Attacks
1) Unless otherwise specified, energy attacks do 4 life cards of damage, and cost 2 power stages to perform. If paying the power stage cost of any energy attack would reduce a player’s Main Personality/Ally power rating below 0, then the player cannot perform the attack.

2) Even if an energy attack is stopped, the cost of the energy attack is still paid.

Physical Attacks
1) If a player’s Main Personality/Ally reaches 0 power when taking physical damage/drain/stages, and still has more damage to take, the remaining damage is converted to life card damage. One life card is removed from the Life Deck for every stage of damage that remains, unless otherwise specified.

2) A player can discard a card from their hand to perform a Final Physical Attack (FPA). This acts like a normal physical attack, but does not have any modifiers or special effects within the FPA. Just compare the Main Personality/Ally‘s power stages on the Physical Attack Table and deal the resulting damage (apply modifiers from Drills or other cards and effects). A player who decides to make a Final Physical Attack must pass in all of the remaining phases of Combat and is unable to attack or defend for the remainder of the Combat.

Combat Cards
1) Combat cards are cards that say "Combat" directly below the picture of a card ("Combat" cards do not include "Physical Combat" and "Energy Combat" cards). Combat cards are used to either take the place of an attack, or to defend against an attack. When you use a "Combat" card in place of an attack, all effects on that card are considered "secondary effects." When using a "Combat" card to defend against an attack, follow all of the rules from phase (c) Defender Defends.

Example: Trunks attacks Cell with a "Combat" card that says, "Choose an ally from your discard pile or Life Deck, and place it into play at its highest power stage." All of the effects on this card are "secondary effects" and they are resolved during Step 3 of the Combat Timing Sequence.

The “Or” Clause and the use of “Your”
1) Some cards have two parts to their card power, such as a card power reading “Physical attack. Raise the card user’s anger by 1”. If the word “or” is in the card power’s text, the player must choose which power to use. If “or” does not separate the two parts, then each of the card powers occurs immediately, in the order in which they appear on the card. While the physical attack can be successfully blocked, it will not affect, the attacker’s anger being raised, which occurs before the defender can act. (This applies to all cards).

2) All uses of the word “you/your” refer to all of that specific player’s personalities in play.

Combat
1) An “attack” is defined as a physical attack or an energy attack. Everything else, such as using Non-Combat and Combat cards during Combat, “take the place of an attack.”

2) The “defender” refers to the player who is attacked at the beginning of Combat, and is known as the “defender” for the remainder of that turn. The “defender” draws 3 cards after Combat has been declared (during Phase (a)). The “defender” does not draw any more cards after this (with the exception of card powers or other effects) for the remainder of Combat.

3) The “attacker” refers to the player who’s turn it is, after he decides to attack the “defender,” and is known as the “attacker” for the remainder of that turn. As the “attacker,” a player can decide to pass, or can attack the defending player in one of four ways.

Use a card from his hand,

Use one of the card effects from Non-Combat cards in play under his control,

Use a card power indicated in the power text on a Main Personality card,

Make a Final Physical Attack.

(all of the above take up this attack phase).

4) The defending player can pass, or do one of these 3 things, BUT only if it stops some or all of the damage. Cards that stop attacks, that you are going to use to stop an attack(s), can only be played during your Defender Defends phase (this phase).

Note: A starburst icon on a card does not necessarily mean that card is a defensive card, the same holds true for the sword icon; it doesn’t necessarily mean that it is an attacking card:

Use a card to stop an attack/damage,

Use one of your Non-Combat cards to stop the attack/damage,

Use a card power indicated in the power text on a Main Personality card to stop the attack/damage.

5) Once both players have consecutively passed, Combat is over for the turn

6) NEW RULING: Any card that has the ability to end combat may only be played/used during the Attacker Attacks phase of combat unless the card ends, skips, or stops combat prior to combat starting.

Example: Saiyan Truce Card, Nappa’s Blinding Stare, Human Technology, Blue Leaving, or the effects of Earth Dragon Ball 7, which are Combat and Non-Combat cards may only be played/used during the Attacker Attacks phase and no longer as a defense. Whereas cards like Teaching the Unteachable Forces Observation, Powerful Followers, or the effects of Earth Dragon Ball 4 are played/used prior to the combat phase of the turn.

Non-Combat Cards
1) NEW RULING: Non Combat, non Drill, non Dragon Ball card’s powers indicated in the card text cannot be used during the Non-Combat step.

2) Non-Combat cards are placed in play during the Non-Combat step. Allies are placed in play during this step, as well. There is no limit to the amount of Non-Combat cards you may place in play, or may have in play. Any Non-Combat cards drawn into your hand during the Combat step cannot be placed in play until your next Non-Combat step.

Non-Combat card powers that are indicated in the card text may ONLY be used during the Combat step. When a player places a Dragon Ball card in play, the player must still use the card power immediately, but you may only use cards such as Senzu Bean, or Blazing Anger during Combat.

Example: Player A places the Power Up the Most card in play during his Non-Combat step, and enters his Combat. The defending player B draws his 3 cards, and player A attacks with his Power Up the Most that was placed in play during the Non-Combat step.

3) Non-Combat cards are discarded after players have used the card’s special powers indicated in the card’s rules text, unless they are Drills or Dragon Balls, or unless otherwise specified.

Discarding
1) At the end of every turn, all players discard down to, at most, one card in their hand.

2) When a player decides to pass his entire Combat step, that player can select the top card of his discard pile, after he has discarded, then that card is then placed face down at the bottom of his Life Deck, as a bonus for not attacking.

Vegeta & Nappa Rule in two-player Games
NEW RULING:
The Nappa/Vegeta rule is no longer in effect. Use the following mandatory rule, “Your Level is Too High!”

Your Level is Too High!
When starting a 2-player game, compare the beginning power stages of each Main Personality. If one is one-half or less of the other, take the higher personality and set his Scouter at two power stages above 0. Take the lower personality and set his Scouter at its highest power stage, and that player goes first every game.

Combat Timing Sequence
Use the following chart to determine the order in which damage and all types of effects resolve during Combat.

1) The attacker uses a Non-Combat card or personality power, or plays a Physical Combat, Energy Combat, or Combat card from his hand, or passes (if the attacker passes, proceed to Phase (d)).

2) The attacker pays costs, if any, associated with that card or power.

Example: “Energy attack doing 8 life cards of damage. Costs 3 power stages to perform.”

The cost for this attack is 3 power stages, which is paid at this time.

3) Resolve all secondary effects on the card or power (secondary effects are those effects not directly associated with an attack. This does not include effects within the same sentence as the attack and effects with the clause “If successful” attached to it. An effect in the same sentence as an attack is considered an “If successful” effect.).

Example: “Energy attack. Raise your anger 2 levels. Lower opponent’s anger 2 levels. Limit 1 per deck. Remove from the game after use.”

The raising of your anger, and lowering of your opponent’s anger are the secondary effects of this attack, and are resolved at this time.

If a Non-Combat/Combat card was used in place of an attack, all of the effects on that card are considered secondary effects.

4) The defender plays a card from his hand or uses a Non-Combat card or personality power to defend against that attack.

5) Resolve all secondary effects from the defender’s card or personality power (all effects from Non-Combat/Combat cards that are used as a defense are secondary effects).

6) If the attack was not stopped, the defender may now activate any Defense Shields.

7) If the attack is not stopped at this time, the attack is considered successful (an attack is considered successful even if it deals no damage).

8) Determine the Base Damage, if any, from the attack (Base Damage is damage that is calculated by consulting the Physical Attack Table for physical attacks, unless it is already stated on the physical attack; or Base Damage is the amount of damage an energy attack would do as stated on the card; all of which do not include modifiers from the attack or other effects generated by Drills or any other cards).

Example: “Energy attack doing +2 power stages of damage. Raise your anger 1 level.”

The Base Damage for this attack is 4 life cards of damage.

9) Add any modifiers, from the attack, Drills, personality powers, etc., to the base damage.

10) Any power stages of damage from the attack are dealt.

11) Any life cards of damage from the attack are dealt.

12) Any “If successful” effects that the defender has are resolved. If there are multiple “If successful” effects, the defender gets to decide the order in which those effects happen.

13) Any “If successful” effects that the attacker has are resolved. If there are multiple “If successful” effects, the attacker gets to decide the order in which those effects happen.

Other Timing Rules
1) Effects that happen “at the beginning of a turn,” “when entering Combat,” “at the end of Combat,” and “at the end of a turn” have their effects resolved in this order. The player who’s turn it is resolves all of his effects first, in any order, followed by his opponent, in any order.

2) “When entering Combat” effects are resolved before the defender draws 3 cards.

3) Card effects are resolved in the order they appear on the card, unless otherwise specified.

4) Cards are discarded/removed from the game immediately after all effects on the card are resolved.

Other Rulings
1) Cards that affect other cards, can only affect cards in play, unless otherwise specified.

2) When a player discards a card from his Life Deck, he takes the top card of his Life Deck, and places it, face-up, in his discard pile.

3) If a card appears on the restricted list, or has the phrase limit 1 per deck, you can only have 1 copy of that card in your deck, regardless of the Named card rule.

Multi-player Rulings
1) A player can have duplicate or different levels of an opponent’s Main Personality in his deck. The player cannot place these cards in play as allies until the player who has that character as his Main Personality is eliminated from the game.

Definitions
Named Cards and Named Drill Cards:

Named Cards and Named Drill Cards are defined as having the name of a personality in the title of the card regardless of where that name appears in the title.

Example: “Expectant Trunks” (#91 Trunks Saga) and “Trunks Draws Steel” (#92 Trunks Saga) are both Trunks named cards even though the name “Trunks” appears in 2 different places within the card’s title.

Martial Arts Style Cards:
Martial Arts Style cards are defined as having the name of one of the martial arts styles: Red, Orange, Blue, Black, Namekian, Saiyan, as the first word of the card title. Any card that doesn’t have one of the martial arts styles as the first word of the card title is considered Style-less.

Example: “Saiyan Knee Strike” is a Saiyan Martial Arts style card, but “Goku’s Super Saiyan Blast” is not. Colorless Drill Cards: Any Drill Card that does not have one of the Martial Arts styles as the FIRST word of the title of the card is considered colorless.

Owner:
The owner of a card is the person that brought the card to the table originally, prior to the game starting.

Controller:
The controller of a card is the person that now has possession of the card, this occurs only during game-play.

Example: If you capture a Dragon Ball from your opponent you are now the controller of the Dragon Ball.

Deck: This refers only to your life deck at the time.

Example: Android Saga #41 - Android 20's Search Pattern: you may not remove any card in the opponents discard pile, in play, or in their hands.

Card Clarifications
Saiyan Saga

#17 Hidden Power Level – Treat this card as if it read, “Physical attack. Raise your Main Personality to its highest power stage.”

#24 Goku’s Surprise Attack – Treat this card as if it read, “Physical attack doing 5 power stages of damage.”

#25 Goku's Physical Attack – Remove from the game after use.

#28 Vegeta’s Physical – Treat this cards as if it read, “Stops a physical attack, and stop all physical attacks performed against you for the remainder of Combat. Remove from the game after use.”

#30 Fall 7 Times, Get Up 8 – If Player A has multiple duplicates of these cards in play, or other cards that have this same power, then Player A chooses one of these cards to use. The other(s) would stop any future “successful” attack(s).

#31 Fortify Your Spirit – If Player A has multiple duplicates of these cards in play, or other cards that have this same power, then Player A chooses one of these cards to use. The other(s) would stop any future “successful” attack(s).

#39 Straining Ankle Smash Move – Treat this card as if it read, “Play this card out of turn, immediately after your opponent attacks you (this can be a physical or energy attack) and pays any costs for that attack. Lower your opponent’s Main Personality 4 power stages immediately when played.” You may still stop that attack, if you wish.

#43 Senzu Bean – Treat this card as if it read, “Raise your Main Personality to its highest power stage. Remove from the game after use.”

#45 Saiyan City Destruction –Treat this card as if it read, “Villains only. Skip your next Combat step. Place the top 2 cards from your discard pile on the bottom of your Life Deck. Remove from the game after use.”

#46 Goku Anger Attack – Doubles the base damage (damage from the Physical Attack Table), before you add modifiers from Drills.

#48 Goku’s Touch – Treat this card as if it read, “After you perform a successful physical attack, capture an opponent’s Dragon Ball. Remove from the game after use.”

#65 Black Fore Fist Punch – Treat this card as if it read, “Energy attack doing 6 life cards of damage. Your opponent loses 3 power stages, to a minimum of 0.”

#75 Earth Dragon Ball 3 – Treat this card as if it read, “Draw 3 cards and then place the top card of your discard pile at the bottom of your Life Deck.”

#76 Earth Dragon Ball 4 – When this card is placed in play, increase your Main Personality’s anger 2 levels. The card’s power to ‘end the next Combat a player is forced into’ “remains active” until that player’s opponent declares Combat. When Combat is declared this effect stops Combat and Combat immediately ends (do not draw cards, do not take damage). The player who controls Earth Dragon Ball 4 controls the ability to end Combat, so if EDB 4 is stolen back and forth between 2 players, the ability to end Combat does not stack.

#77 Earth Dragon Ball 5 – Treat this card as if it read, “Raise any one of your personalities to its highest power stage. Raise your anger 2 levels. Draw 2 cards. Then place the top 2 cards of your discard pile at the bottom of your Life Deck.”

#79 King Kai Training – Treat this card as if it read, “Choose 2 cards from your discard pile and place them on the bottom of your Life Deck.”

#80 Saiyan Training – Treat this card as if it read, “Villains and Goku only. Choose 2 cards from your discard pile and place them on the bottom of your Life Deck.”

#82 Tien Level 1– “Multi-form allows two physical attacks, one after the other” explained: The controlling player performs a Physical attack, that player’s opponent defends, the controlling player performs another Physical attack, that player’s opponent defends. Then the opponent can attack, and Combat continues as usual.

#86 Chi-Chi Level 1 – Chi-Chi’s power can be used once per turn to stop a physical attack performed against Gohan or Goku. Your Main Personality doesn’t have to be at 0 or 1 stage above 0 in order for Chi-Chi to use this power.

#90 Mother’s Touch – Treat this card as if it read, “Stops a physical or energy attack. Remove from the game after use.”

#92 Saiyan Energy Defense – Treat this card as if it read, “Saiyan Heritage only. Stops an energy attack.”

#94 Saiyan Energy Blast – Treat this card as if it read, “Saiyan Heritage only. Energy attack. If successful, you may pay 3 power stages to stop your opponent from performing a physical attack during his next Attacker Attacks phase.”

#95 Saiyan Energy Aura – Treat this card as if it read, “Saiyan Heritage only. Stops an energy attack and stops your opponent’s energy attack during his next Attacker Attacks phase.”

#96 Saiyan Sweeping Defense – Treat this card as if it read, “Saiyan Heritage only. Stops a physical attack and stops your opponent’s physical attack during his next Attacker Attacks phase.”

#101 Goku Honor Duel – Treat this card as if it read, “Use when entering Combat as the defender. Instead of drawing 3 cards from your life deck, draw the bottom 3 cards from your discard pile. Remove from the game after use.”

#102 Raditz Honor Duel – Treat this card as if it read, “Use when entering Combat as the defender. Instead of drawing 3 cards from your life deck, draw the bottom 3 cards from your discard pile. Remove from the game after use.”

#103 Piccolo Honor Duel – Treat this card as if it read, “Use when entering Combat as the defender. Instead of drawing 3 cards from your life deck, draw the bottom 3 cards from your discard pile. Remove from the game after use.”

#105 Chiaotzu Level 2 – If Chiaotzu is your Main Personality, and you use his power, Chiaotzu is removed from the game as the cost of the attack, no damage is dealt, and you lose.

#112 Krillin’s Physical Defense – Treat this card as if it read “Play this card as a defense. If your opponent’s attack does life cards of damage to you, you may take the first life card of damage from that attack and place it in your hand instead of discarding it. If used by Krillin, this card stays in play to be used on more time this Combat.”

#119 Vegeta’s Energy Blast – Any Personality may use this card. This card can be used before or directly after the defender draws his cards, but it can’t be used at any other time.

#120 Nappa’s Energy Aura – Treat this card as if it read, “Stops an energy attack, and stop all energy attacks performed against you for the remainder of Combat. Remove from the game after use.”

#121 Nappa’s Physical Resistance – Treat this cards as if it read, “Stops a physical attack, and stop all physical attacks performed against you for the remainder of Combat. Remove from the game after use.”

#124 Red Penetrating Defense Drill – Treat this card as if it read, “All physical attacks performed against you, do 2 less power stages of damage, to a minimum of zero.”

#125 Blue Off-Balancing Drill - Treat this card as if it read, “All of your physical attacks do +1 power stages of damage.”

#126 Orange Lifting Drill – Treat this card as if it read, “Once per Combat, in place of an attack, during your turn, discard all of your opponents’ Drills. Limit 1 per deck.”

#127 Black Takedown Drill – Treat this card as if it read, “Once per Combat, you may draw a card after performing a successful attack.”

#128 Red Knee Pick Drill – Treat this card as if it read, “When entering Combat as the attacker, you may draw a card.”

#129 Blue Deceiving Drill – Treat this card as if it read, “When entering Combat as the defender, you may gain up to 3 power stages.”

#130 Orange Tripping Drill – Treat this card as if it read, “All energy attacks performed against you, do 1 less life card of damage, to a minimum of 0.”

#131 Black Bear Hug Drill – Treat this card as if it read, “All of your physical attacks do +2 power stages of damage.”

#132 Red Rolling Drill – Treat this card as if it read, “All energy attacks performed against you, do 1 less life card of damage, to a minimum of 0.”

#133 Blue Reversal Drill – Using this Drill’s power takes the place of a player’s attack. A player can only use the most recent physical attack performed against that player this Combat (stopped or unstopped). Copy the physical attack and modifiers from that attack only (i.e. Physical Attack +3), and no other effects of the attack (modifiers from your Drills and other effects apply).

#136 Black Free-Style Drill – Treat this card as if it read, “After receiving damage from an energy attack, you may draw the bottom card of your discard pile. Cannot be used with any other Black Drills in play.”

#137 Orange Spontaneous Drill – Treat this card as if it read, “When receiving damage from a physical attack, you may draw the bottom card of your discard pile.”

#139 Red Wrist Control Drill – Treat this card as if it read, “For every 3 power stages you lose, per attack, your opponent loses 1 power stage, down to 0.”

#140 Red Reading Drill – Treat this card as if it read, “Once per Combat, you may take 1 less life card of damage from any attack.”

#141 Blue Enemies Drill – Treat this card as if it read, “Once per Combat, if your opponent has an ally in play, you may take 1 less life card of damage from any physical attack.”

#142 Orange Energy Drill – Treat this card as if it read, “All energy attacks performed against you, do 1 less life card of damage, to a minimum of 0. Cannot be used with other Orange Drills in play.”

#143 Black Physical Drill – Treat this card as if it read, “All physical attacks performed against you, do 1 less power stage of damage, to a minimum of 0. Cannot be used with other Black Drills in play.”

#144 Red Coordination Drill – Treat this card as if it read, “When entering Combat as the defender, you may draw a card.”

#145 Blue Breakfall Drill – Treat this card as if it read, “All physical attacks performed against you do 2 less power stages of damage, to a minimum of 0.”

#146 Orange Body Shifting Drill – Treat this card as if it read, “All of your energy attacks that cost 2 power stages to perform, now only cost 1 power stage to perform.”

#147 Black Striking Drill – Treat this card as if it read, “All of your physical attacks do +2 power stages of damage.”

#148 Red Pressure Point Drill – Treat this card as if it read, “All of your energy attacks do +1 life cards of damage. Cannot be used with other Red Drills in play.”

#149 Meditation Drill - Treat this card as if it read, “When entering Combat, you may shuffle your Life Deck or discard pile.”

#150 Blue Neck Restraint Drill – Treat this card as if it read, “All of your physical attacks do +3 power stages of damage. Cannot be used with any other Blue Drills in play.”

#151 Orange Joint Restraint Drill – Treat this card as if it read, “All of your physical attacks do +4 power stages of damage.”

#152 Black Defender Drill – Treat this card as if it read, “All energy attacks performed against you, do 1 less life card of damage, to a minimum of 0.”

#155 Piccolo Defense Drill – Treat this card as if it read, “All energy attacks performed against you, do 1 less life card of damage, to a minimum of 0.”

#156 Ally’s Sacrifice – Treat this card as if it read, “Stops all of your opponent’s attacks for the remainder of Combat. Discard one of your allies in play to use this card”.

#157 Eye’s of the Dragon – Treat this card as if it read, “After you perform a successful energy attack, search your Life Deck for a Dragon Ball and capture a Dragon Ball from your opponent. Limit 1 per deck.”

#163 Piccolo Level 3 – “Multi-form allows two physical attacks, one after the other” explained: The controlling player performs a physical attack, that player’s opponent defends, the controlling player performs another physical attack, that player’s opponent defends. Then the opponent can attack, and Combat continues as usual. These physical attacks are normal physical attacks, with no modifiers. Drills and other effects may modify the damage from this attack.

#164 Gohan Level 1 – If a successful energy attack is performed against Gohan, he may raise his anger 1 level.

#165 Gohan Level 2 – His power is considered a physical attack.

#182 Krillin Level 1 – His power reads, “Draw a card when entering any Combat.” #183 Raditz Level 1 – This power may be used during Combat, and must take the place of an attack.

#184 Vegeta Level 1 – His power reads, “Stop an energy attack.”

#185 Nappa Level 1 – When entering any Combat, raise Nappa 2 power stages.

#186 Earth Dragon Ball 6 – When this card is placed in play, all of the controlling player’s opponents’ anger is lowered 2 levels. The power to end Combat “remains active” until the controlling player decides to end Combat, as an attack or a defense. At that time, the player who controls the Dragon Ball raises his Main Personality to its highest power stage. The player who controls Earth Dragon Ball 6 controls the ability to end Combat, so if EDB 6 is stolen back and forth between 2 players, the ability to end Combat does not stack.

#187 Earth Dragon Ball 7 – When this card is placed in play, all of the controlling player’s opponents’ anger is lowered 2 levels. The controlling player may place this card in play from his hand during Combat, in place of an attack or as a defense, to end Combat. If this card is placed in play during the controlling player’s Non-Combat step, that player does not get to end Combat.

#189 Earth Dragon Ball Combat – If this energy attack is stopped, the controlling player cannot steal a Dragon Ball later in Combat. The effect works only for this energy attack.

#192 Teaching the Unteachable Forces Observation – Treat this card as if it read, “Use this card at the end of your opponent’s Power Up step. Your opponent may not declare Combat this turn.”

#195 Hero Advantage – Treat this card as if it read, “Heroes only. Use when entering Combat as the defender. Instead of drawing 3 cards from your life deck, draw the bottom 3 cards from your discard pile. If there are not enough cards in the discard pile, this card cannot be used. Remove from the game after use.”

#196 Saiyan Honor Quest – Treat this card as if it read, “Use when entering Combat as the defender. Instead of drawing 3 cards from your life deck, draw the bottom 3 cards from your discard pile. Remove from the game after use.”

#199 Dream Fighting – Treat this card as if it read, “Stops a Combat. Place the bottom card of your discard pile at the bottom of your Life Deck. Remove from the game after use.”

#200 Cutting the Tail – Treat this card as if it read, “Set your opponent’s anger at 0. Remove from the game after use.”

#202 Goku’s Lucky Break – Treat this card as if it read, “Search your Life Deck for any 1 Dragon Ball, and put it into play.”

#203 Saiyan Truce Card -- The player who used the Saiyan Truce Card may retain all, one, or none HIS cards from this Combat (and any other cards that they draw until the end of their next turn), but the opponent MUST discard as usual.

#204 Battle Pausing – Treat this card as if it read, "Draw the top 2 cards from your discard pile. Your opponent’s Main Personality gains 5 power stages. Remove from game after use."

#208 Terrible Wounds – While this card is attached to a personality, cards that discard Non-Combat cards or remove Non-Combat cards from the game may target Terrible Wounds.

#210 Raditz Flying Kick – This card is a Physical Combat card, not a Non-Combat card. Triple the base damage, (damage from the Physical Attack Table) before you add any modifiers from Drills.

#211 Tien Mind Reading Trick – Treat this card as if it read, “Attach this to your opponent’s Main Personality. If Tien is in play, all villain opponents must play with their hands face up on the table.”

#213 Plant Two Saibaimen – Treat this card as if it read, “Use this card at the end of your Power Up step. Skip Combat this turn. At the beginning of your next turn, search your Life Deck and/or discard pile for your highest level Saibaimen card and place it into play. Remove from the game after use.”

#215 Krillin’s Drill – Ignore the last sentence of this card (all Named Drills work like this).

#217 Ribs Broken – Treat this card as if it read, “Energy attack. Costs 0 power stages to perform. You must remove an ally from the game in order to perform this attack.”

#218 Unexpected Allies – Treat this card as if it read, “Search your Life Deck or discard pile for an ally and put it into play at its highest power stage.”

#222 Bulma Finds a Dragon Ball – This card is not a Dragon Ball. #223 Bulma Finds a Drill – This card is not a Drill.

#225 Baba’s Energy Blast – Treat this card as if it read, “Use when needed. Your opponent discards 3 cards from his Life Deck. Remove from the game after use.”

#226 T-Rex Defense – Treat this card as if it read, “Stop the first successful physical or energy attack performed against you. Remove from game after use.”

#227 T-Rex Offense – Treat this card as if it read, “You may use this card to add an extra life card of damage to any successful attack. If a successful energy attack is performed against you, discard this card. Use when needed.”

#230 Chiaotzu’s Drill – This card is a Non-Combat card, not a Physical Combat card. Treat this card as if it read, “All physical attacks performed against you, do 1 less power stage of damage, to a minimum of 0.”

#231 Goku’s Mixing Drill – If Goku’s Mixing Drill is discarded/removed from play, and you have multiple styles of Drills in play, choose one type of Drill to keep in play, and discard all of the other styles of Drills (with the exception of Named and Colorless Drills).

#234 Orange Focusing Drill – Treat this card as if it read, “All of your other Drills may not be discarded or removed from the game while this Drill is in play.”

#236 Saiyan Power Drill – Treat this card as if it read, “All of your physical attacks do +2 power stages of damage.”

#237 Goku’s Capturing Drill – Treat this card as if it read, “Your Dragon Balls may not be captured while this Drill is in play.”

#240 Vegeta’s Trick – When you play this card, continue revealing the top card of your opponent’s deck until you reveal a Dragon Ball. Set that Dragon Ball aside and shuffle your opponent’s deck. Place the Dragon Ball on the bottom of the shuffled deck.

#241 Vegeta's Dragon Ball Capture – Players may not use a Dragon Ball card’s power if the Dragon Ball card is "captured" using this card power. If you “re-capture” your own Dragon Ball from your opponent in this way, put the Dragon Ball on the bottom of your deck.

#242 Dream Machine Battle – When you use Dream Machine Battle, remove it from the game (all other cards that were removed from the game, stay removed from the game), discard your hand, shuffle your discard pile and all cards in play into your Life Deck, and begin the game again. The person who used Dream Machine Battle may choose to go first.

Frieza Saga

#1 Preview - The Talking Ends Here – This card stops your opponent from winning through any victory (anger, survival, Dragon Ball) until the end of your next turn, even if you have no cards in your Life Deck (you just don’t draw any cards). If you have not won the game before the end of your next turn, your opponent wins at the end of your turn.

#8 Recoome Boom – This card is not “Saiyan Heritage only,” it is “Villains only.”

#12 Saiyan Energy Focus – Treat this card as if it read, “Any one of your personalities gains 5 power stages.”

#13 Empowerment! – Treat this card as if it read, “Heroes only. Raise your anger 1 level. If your Main Personality is Piccolo or Nail, raise your anger 2 levels instead. Remove from the game after use.”

#17 Vegeta’s Jolting Slash – Treat this card as if it read, “Energy attack. Stop all physical attacks performed against villains for the remainder of Combat. Lower your opponent’s anger 2 levels. Remove from the game after use.”

#24 Straining Blocking Move – If Black Energy Stamina Drill is in play when you perform Straining Blocking Move, you declare how many life cards you *would* have discarded and then that cost is converted to one power stage. It deals what you declared.

#35 Saiyan Focusing Power – This is a “Sayian Heritage only” card.

#37 Jeice Level 1 – His power reads, “Energy attack doing 5 life cards of damage. If this attack is stopped, your opponent discards 2 life cards.”

#48 Dende the Unlikely Hero (Level 1) – Dende must “take control” of Combat, and use his power “in place of an attack.” Then, at the end of Combat, take an ally from your discard pile and put it into play at 4 power stages above 0. The ally you bring into play with Dende must be legal. If you bring into play with this power, for instance, Yamcha Level 2, and you place it on top of Yamcha’s Level 1, Yamcha does not power up to full, but is placed at 4 power stages above 0.

#49 Frieza Smiles – Treat this card as if it read, “Stops all energy attacks, or stops all physical attacks for the remainder of Combat, if played as your first card this Combat.”

#55 Guldo’s Time Freeze Drill – Treat this card as if it read, “Villains only. All attacks performed against you do 1 less power stage or 1 less life card of damage.”

#63 Yajirobe’s Gifting Drill – Treat this card as if it read, “All attacks performed against you do 1 less power stage or 1 less life card of damage.”

#65 Red Energy Defense Drill – Treat this card as if it read, “All energy attacks performed against you, do 1 less life card of damage, to a minimum of 0.”

#69 Red Phasing Drill – Treat this card as if it read, “All of your energy attacks performed against a villain do +3 life cards of damage.”

#71 Orange Leg Drill – Treat this card as if it read, “All physical attacks performed against you do 2 less power stages of damage, to a minimum of 0. Limit 1 per deck.”

#72 Black Energy Stamina Drill – Treat this card as if it read, “All of your energy attacks cost 1 power stage for you to perform.”

#74 Captain Ginyu Reversal Drill – Treat this card as if it read, “Villains only. For every 3 power stages of damage you receive, per attack, your opponent loses 1 power stage of damage. Limit 1 per deck.”

#96 Nail The Namekian Level 1 – His power reads, “Energy attack doing 5 life cards of damage. If this attack is stopped, your opponent discards 3 life cards.”

#104 Power – Treat this card as if it read, “Villains only. If your opponent’s Main Personality is a hero, he discards 4 life cards. Limit 1 per deck. Remove from the game after use.”

#108 Yamcha’s Good Wishes – Treat this card as if it read, “Stops a physical attack and stops all physical attacks for the remainder of Combat. Remove from the game after use.”

#111 Krillin’s Power Tap – Treat this card as if it read, “Use when needed. You may use the power of any Drill in play, during Combat. If “Black Shadow Drill” is in play, your opponent places all of his allies in play at the bottom of his Life Deck. Remove from the game after use.”

#113 Kami Fades – Treat this card as if it read, “Remove all Earth Dragon Balls in play and in all Life Decks from the game.”

#119 Mommy’s Coming Dear – Treat this card as if it read, “Heroes only. Stops all attacks for the remainder of Combat. Remove from the game after use. Limit 1 per deck. If “Dragon Ball 7” is in play, discard this card, instead of removing it from the game.”

#121 This Too Shall Pass – This card cannot be used against personalities, Final Physical Attacks, or Mastery cards.

#122 Focusing is Everything – Treat this card as if it read, “Heroes only. Remove an opponent’s Non-Combat/non-Dragon Ball card in play from the game. Remove from the game after use.

Promo 1 It’s Just Not Worth It! – Treat this card as if it read, “Your opponent may not win a Most Powerful Personality Victory or a Dragon Ball Victory until the end of his second turn, starting now. Limit 1 per deck. Remove from the game after use.”

Promo 5 Frieza’s Force Bubble – Treat this card as if it read, “You may only use this card in place of an attack. Stops all energy attacks for the remainder of Combat.”

Trunks Saga

#22 Red Blazing Aura – This card must be ONLY played as an attack.

#59 Frieza is Ready – Treat this card as if it read, “Villains only. When your Main Personality takes life cards of damage, his attacker discards twice as many life cards of damage as well. Limit 1 per deck. Use when needed.”

#61 Namekian Energy Drill – Treat this card as if it read, “After every successful energy attack you perform, you may discard a card from your hand and shuffle it into your Life Deck, and then draw a card.

#74 Black Energy Deflection Drill – Treat this card as if it read, “You may play an energy attack from your hand and pay its costs in order to stop an energy attack, and then your opponent discards 1 life card.” All secondary effects printed on that energy attack are resolved, “If successful” effects are not resolved and the defender takes no life cards or power stages of damage.

#99 Trunks Swiftly Moving – Copy the physical attack and modifiers from that attack only (i.e. Physical Attack +3), and no other effects of the attack (modifiers from your Drills and other effects apply).

#126 Vegeta Scans The City – Treat this card as if it read, “Lower any opponent’s Main Personality this is level 2 or higher by 1 level. This can be used when needed to stop a Most Powerful Personality victory. Remove from the game after use. Limit 1 per deck.”

#129 Piccolo and Heroes Gather – Treat this card as if it read, “Discard 2 cards, then search your Life Deck for 2 Combat cards, show them to your opponent, and place them in your hand.”

#144 Red Style Mastery – Treat this card as if it read, “Once per Combat, in place of an attack, you may remove the top card in your discard pile from the game to raise your anger 1 level. If it is a Red Style card raise your anger 2 levels instead.

#148 Saiyan Style Mastery – This Mastery only affects your opponent’s Main Personality, and cannot be redirected at allies.

#150 Trunks, the Hero Level 4 – Treat his power as if it read, “During your opponent’s turn, all power stages of damage from physical attacks performed against you is reduced to 1 power stage of damage.”

#151 Vegeta, Saiyan Prince Level 4 – Treat his power as if it read, “During your opponent’s turn, all power stages of damage from physical attacks performed against you is reduced to 1 power stage of damage.”

#185 Trunks Level 1 – Treat his power as if it read, “Power: Physical attack. This must be your first attack in Combat. Your opponent must play/use 2 cards/effects that stop physical attacks in order to stop this attack.


Next Tournament:
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DBZ CCG Fake Cards
by DBZCCGKID